WvW ranks: How to spend points

Today I had enough time to quickly bring out a rank guide to help you figured out what you need to spend your WvW levels on!

First, I will go over all the mastery and explain what benefits each one is giving you. Feel free to skip the long skills descriptions but read the text in red for a quick resume that will let you know if it's a useful mastery or not. Then you can go back and read what it does.

This first mastery is nice to have maxed out because the last upgrade in this mastery gives you up to an extra 100 power and 100 condition damage similar to a bloodlust sigil but this stacks instead on killing lords and guards. Only good if maxed other bonuses are not very useful unless you are a roamer who solo camps.

This is a nice mastery to get in a zerg because it reduces the damage you take from siege and is very cheap when you compare it to siege might. Heavy classes who are on rams benefit the most from this.

This is very useful mastery to spend points on if you like to scout or you play on off prime time because you need to man the siege before the zerg/group gets there. (4) and (2) min is great to increase effectiveness of cannons. Should be up to (4) around rank 400.

Ballista is another mastry that requires a few points in because of Spread Shot which is deadly in close range. (3) in ballista is very good already, 2 last one are luxury that is not giving as much bonuses.

There is nice bonuses from oil but we do not benefit from it very often so this should be max in the late ranks 800ish. It is like the cannons, if you can be on it before the zerg/group arrive, you can do a lot of damage with it. Scouts/off prime time players benefit the most from this.

Not very useful in most cases, even on scouts. Only max around as one of the last things.

Build Mastery Total Cost: 30

Improves your building capabilities (1) Spend 4 supply at a time when building siege (cost 1 ) (2) Spend 6 supply at a time when building siege (cost 4 ) (3) Spend 8 supply at a time when building siege (cost 10 ) (4) Spend 10 supply at a time when building siege (cost 15 )

A good mastery to have but you do not need to max it out. (2) is enough because I believe after you spend your 10 supply, if you have 5 from a +5 buff it does not apply to it. So being able to spend all 10 supplies in 2 hit is already great, other option would be (4) for a 1 hit to spend all supply but it cost a lot more points just for those 2 last ranks.

Repair Mastery Total Cost: 20

Improves your repairing capabilities (1) Spend 4 supply at a time when repairing (cost 1 ) (2) Spend 6 supply at a time when repairing (cost 3 ) (3) Spend 8 supply at a time when repairing (cost 6 ) (4) Spend 10 supply at a time when repairing (cost 10 )

A good mastery to have but you do not need to max it out just like the build mastery, (2) is enough.

This is a very nice mastery to max out. (5) gives a dome that protects the area from projectiles like catapults projectiles or treb shoots. You also get a total of 45% more damage to walls at (4) and 25% more damage to everything also.

Flame ram (3) is a must for everyone, I don't know why someone wouldn't have this because rams is the most used siege in the game. You might not be on the rams always because there is so many people in a zerg that have the (3) mastery already but if you ever to decide to join a smaller group and play off prime time you will need this. (5) is luxury but can be useful in some situations.

Grand Total: 1315

Since WvW experience is account bound, it is nice to have different mastery for each tunes depending on the class/playstyle. Make sure you look at the build and adapt it to your playstyle since not everyone is focused on 1 role. Examples of how you want to spend your points depending on your playstyle:

a side note about build master... if you have full trait, when you have 15 supply it spends this; 10, 4, 1. There is one reason to actually nvr trait this skill, if you are building something, a treb for example, and your supply gets cut, you can still nurse it along by spending 2 and pulling off. wait until the decay timer gets low, spend 2 and pull off to reset back to 10m.

I can say the one thing I am focusing with my guildies is "Build Mastery". Recently it has come to my attention that we are not able to take things based on only a few seconds of time. Like mentioned max is not needed, but a couple points could make the difference between farming the enemy as they rush a keep we have just taken or us getting farmed in the lord room. Also when having to take out enemy siege, being able to have people stack and insta-build a Bali is important. Supply Mastery is the second one I am trying to get guild members to do as it is cheap and can be a bonus. When I lead a group, I know I can count on all static supply that is counted, but I can not predict return, so it is important to me, but not as important as people sticking on tag and building as soon as something goes down.

As a small group commander who is focused on sneak taking things and avoiding the zerg warfare, I would suggest a couple points in Build Mastery, a few in Ram mastery, Supply Mastery and Cata mastery.

The guide is great, and every ones play style will very. When in doubt and if you have a commander you like to roll with ask them what would benefit there group tactics best. Most of us will only suggest one or two things to put some points in and then the rest are up to you.

3 ticks in Build Mastery, 4 ticks in Supply Mastery, 3 ticks in Flame Ram Mastery, 5 ticks in Siege Bunker - in order, this is what I would do if I were asked to start over and the minimum I put into my skills when creating a new character. After that, I'd maybe do Guard Killer and Defense Against Guards because, unless for some reason you're in a big fights, that extra damage you're doing or not taking can be a godsend.

For me the most important for people to have is ram mastery, then cat mastery, then arrow cart mastery. Supply mastery, the one that gives you a chance to get supply back, not the one that gives you one more supply is nice. After you have a few points in these then you can branch out to guard mastery etc.

Having the ability to jump onto siege and do increased damage is vital when running and taking objectives. All the other masteries, are nice to haves as you gain points and dont know what to do them.

The guide is great and I also thank you for taking the time to develop it.

IMO it matters what toon you're on. With my thief, I roam and scout mostly, so the last thing I find myself on is a ram. That's for heavies not assassin ;) I find more use of defensive siege. Especially since we're usually outmanned, having ac,cannon mastery ect better for me. It's relative to what class and role. Last thing I think I'm going for is guard stacks(on my thief). Anyone agree?

(I didn't mean to take away from the excellent job the OP posted at all, its quite a nice thing to put out there to help others. And its nice on the eyes).

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